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Token bars dissapear when empty

I run games in the Genesys system, and I configure my tokens to have bars visible to my players to communicate information like monster health, group size and other critical details. Health and strain damage in this game count up, not down. So empty bars being visible is critically important for things like vehicle speed and player/enemy health. I'm guessing this was changed with the intention of it coming off as a "feature," but I really need it turned off asap. Some types of enemies don't have certain types of statistics, so those bars being present or missing communicates information to my players quickly. For example, if they don't see a strain bar, they know its an enemy type that can't take strain damage. Now its just a mystery until I blindside my players with new information I didn't mean to obscure. For now I'll just keep using the legacy version of the game, but I pay for a pro membership and I'd like to be able to take advantage of the newest systems and updates to their fullest. If anyone knows a way around this, I'd really appreciate it if you could let me know.
1744479268

Edited 1744480792
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Hi Myles! Try putting a "0" (zero) in the Max field of the bar you want to display. If this is cumbersome depending on your game needs, as a pro user, you can automate this with a tokenmod command: !token-mod --set bar1_max|0 similarly, this will turn it off: !token-mod --set bar1_max| Any value you put into the value attribute of the token will cause a full bar to appear.
Thank you for your reply! So when I'm trying this out, it's just setting my enemy max health to zero. Tokenmods is a powerful tool I was somehow completely unaware of, but I'm super unfamiliar with macros in general so it's entirely possible I'm just doing something wrong. In this system, damage counts up, not down. Zero Wounds is max health, above a certain threshold is unconscious. So setting the max value to zero just sets the enemy's health to zero, as the bar is directly tied to the enemy's health statistic in the character sheet.
1744562405
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Can you give an example of settings in legacy that work differently in Jumpgate. Step-by-step ones that I can use in a reproduction case in a report? There is supposed to be parity of behavior between the two systems.
1744564200

Edited 1744564690
For this case specifically, in legacy: 1-set token bar3 default permissions within game settings to "see-on", "edit-off", and text overlay visible to editors only 2-drag a character from the journal onto the map 3-double click the token I created to open the token settings menu 4-set the token to represent the character I want it to represent 5-set bar3 value to "npc-wounds" 6-token now has an empty bar, where I can see the text overlay but my players cannot, as the enemy takes damage, this bar will fill Jumpgate: All steps are exactly the same, except now the bar does not appear until the enemy takes a point of damage. With that said, your introducing me to Tokenmod (even just the basics I've been learning in the background this morning) has sped up my future prep by a tremendous amount. So even if this is intended behavior that will never be changed, this is a huge help and I can't thank you enough for making me aware of it.
1744566751

Edited 1744566849
Gauss
Forum Champion
Hi Myles L.,  This is definitely a difference between Legacy and Jumpgate. Please file a bug report via the Help Center to let the Devs know.